When encountered in small packs these small former goblins while fast and ferocious are nothing like when they come together as a horde surprising with speed and precision devouring anything that gets in their way.

As a living biological bomb, blister grubs scurry to the nearest cluster of threats, ignoring heavily armoured fighters and drive one of their spikes covering their bodies into a more squishy target. On death they explode in a horrific display of gore, caustic gases, and acid.

Created in the image of oil soaked demons, the carnafex swoop from above the battlefield and attempt to grab a target from below. If they hit with both claw attacks the target must make a strength check to prevent being grabbed. If they fail the demon will on its next turn and each subsequent turn it will fly up as high as it can and drain 1 strength from the target(if they fail a saving throw) and add it to a pool. The demon can spend 2 points to gain +1 to hit, damage, and improve its armor class by 1 for 10 minutes or spend 4 points to heal 1d6 hp.

The reanimated corpses of the fallen can take all shapes but they share the same trait once exposed to the glistening oil, an infectious bite and a determined will to convert the enemy into a new weapon for phyrexia. Those who die from their infected wounds reanimate in 1d4 hours as a contagious zombie as the glistening oil spreads through out the body, unless a neutralize poison spell is cast or the body is sufficiently destroyed.

Large wurmlike creatures, they slither across the ground looking for any other creature to devour. If it rolls a 20 on its bite the target must make a saving throw to prevent being thrown into its gullet where grinding machine parts smash and destroy anything that enters it for 2d6 damage a round and activates the harvesters regeneration for 10 minutes. It will not hesitate to consume another phyrexian, specially if its been weakened to activate this ability.

With bluish,grey like skin the dross hopper is a 4 legged tick like monster that leaps at its foes with a strong hop, allowing it to move twice its speed in a single turn with a +2 to its hit roll. If it hits a player they must make a dex check to prevent being knocked prone and being pinned with the hopper on top of them. A open doors check is required to remove the hopper and a move action taken to stand back up.

Fume spitters are created from scraps of other creatures, metal, exhaust pipes and other refuse. They fumble and skitter their way torwards the nearest target with no regard at all for itself. Once it locks in on a target it will attack with what ever claw, spike, tail, etc it has to inflict pain on its target. On death it becomes a bomb blast of shrapnel and glistening oil inflicting 1d4 infected wounds on anything around it in a 10ft radius that fails its saving throw.

Evil long before his completion into a phyrexian Geth was a necromancer lord who ruled through fear and lies. His undead head when found by the phyrexians was given a second chance to rule again by giving him a completed golem body which is controlled by his reanimated zombie head. Still a fairly powerful spell caster he now has the ability to reanimate corpses within his sight into zombies as per the animate dead spell. Just being in his presence can cause the weaker willed beings to doubt themselves and their resolve to do conflict with him. While quite powerful on his own he is almost always accompanied by his loyal dead minions, assassins, or horrific minions.

Minor leaders of swat teams of the glorious plague, these undead vulture headed creatures are tasked with creating disruption and chaos among their foes ranks. Instilling a fervour even in the more mindless of their kind to destroy the unbelievers of the great work.

These rats have the glistening oil dripping from their eyes and a noxious green gas exuding from their bodies. The first time any one comes within 5ft of a ichor rat they must make a saving throw or take 1d4 infected damage from the gas as it eats at their soft tissues.

Mouths with stingers, these sickly yellow/greenish insect horrors are roam the desolate swamps and fetid fetid swamps on their coppery wings. On the lower rung of the hierarchy they are constantly hunted by much larger predators.

Once a powerful red dragon, he was slain by a horde of phyrexians sweeping into its mountain home. Completed and reborn as Skitheryx, the Blight Dragon. Hoses and pipes pump necrogren gas and glistening oil through its emancipated, skeletal frame. Skitheryx loves to wade into his enemies crushing those who oppose him and pouring his caustic breath fumes over those not close enough to be dealt with directly. This necrotic breath is a highly corrosive acid that extends in a cone 30ft long by 50ft wide.

Known for their viscous bite and razor wire like tails. If struck by its tail make a dex check. On a failure it has wrapped its barbs and will continue to do 1d6 crushing/slashing damage a round until a successful saving throw is made on the players turn.

Large and brutal these bluish/grey beasts hunt the already infected with their maw of savage teeth. Once it gets ahold of its prey it does not let up ignoring all other targets until it has torn them to pieces.

Capable of speaking telepathically the Chancellor of the spires is able to force itself into its targets mind. It can make an attempt once a turn forcing its target to make a save, each time they successfully save they get an commutative +1 save vs additional attempts. On a failure the chancellor may implant a false memory, remove a memory, or in the case of a magic user steal a currently prepared spell. A stolen spell may be cast by the chancellor as if they was the original caster.

These terrible birds of prey dive bomb their targets striking with their metallic needle like beak. Once they impale into their target they remain attached draining blood from their victim for 1d6 damage per round. They can be removed by a successful strength check with a -2 penalty to the strength score.

Favoured by Jin gitaxias as spies and as devastating troops of war, the consecrated sphinx plays with its foes swooping down and taunting them taking swipes and bites along the way. When it is done playing with its meal it unleashes its roar of insanity causing all who hear to make a save or be treated as if they are affected by a confusion spell with a 1 hour duration.

Deadly drakes who feast on blinkmoths greasing their engines and provides the fuel for their memory spores.On death the Serum raker releases these memory affecting spores, those in a 5ft radius must make a save or forget the last hour.

The pride of the progress machines spies, the blighted agents can create a field of invisibility that shrouds themselves and any gear they carry invisible. They typically will carry a specialized combat knife enchanted with the ability to confer phyrexian infected wounds. Attacking does not remove the field of invisibility.

The praetor of the progress engine, Jin Gitaxias is not the most powerful of the praetors physically but few can match him mentally. He is connected to practically everything through various spies and agents. No one knows what his ultimate goals truly are but many believe he is working to usurp the throne and become the new father of machines. Those who stand against him must make a save or have their memory completely wiped out leaving them a thrall with no idea who they are or what they are doing there.

Typically in the accompany of a 1d4 golem servants the wing splicer is creates a flight aura that allows all golems within 30 ft to gain flight at a speed of 12. It is not uncommon for them to use these golems are mounts flying to wherever they might be needed.

The phyrexian metamorph is an upgrade on an old infiltrator design. In its natural state it looks like a pool of silver quick silver metal. Once it has seen a target it will emulate its very design being capable of taking all its physical qualities. It will not be able to emulate mental or biological powers thus if it was to copy a dragon it could not gain the ability to breathe fire but it could gain its strength. These are the ultimate spies being able to integrate fully into its enemy society gathering information, assassinating threats, and replacing them. Once it has taken a new form it cannot change for 24 hours. Its stats will reflect the most recent form it has taken, the GM will need to modify challenge level and xp based on the abilities it has at that time.

Corrupted humans who give all golems within 30ft the first strike ability.They prefer to stay out of combat themselves directing various golems to fight instead, but when requiredthey will fight with their razor bladed claws.

The thane of the great machine orthodoxy. Considered the highest priest and a direct link to the father of machines. She does not enter directly into combat unless all other thralls and servants have been slain. Just being in her very presence can cause weakness to her enemies while giving strength to those who fight for phyrexia.

Gore VassalHit Dice: 1HD (4)AC: 9 (10)Attacks: bite (1d6)Save: 17Special: on death those in a 5ft area must make a save or take a -1 to hit and damage for 1d6 rounds. Move: 12Alignment: ChaosChallenge Level/XP: 3/60

strange 4 legged creatures with bone white metal for skin, their backs carry a pulsating heart like organ. Other phyrexians can take this heart, killing the vassal and consume it to gain regeneration(3hp/round) for 1 hour.

Former warriors of great prides of lion men, they now serve phyrexia as terrifying foot soldiers and shock troops. While capable of wielding weapons, most prefer to wade into combat with their claws and bite, aiming to do as much damage as possible in a single strike putting as much strain on enemy healers before going back to finish off weakened prey.

Bigger and more brutish then the leonins, the converted loxodons are massive elephant like warriors who revel in destroying their targets with rightous fury. Extremely Strong they wield typically large wicked looking glaives or attempt to gore their foes on their razor covered tusks.

Like all splicers, these one former humans now lead small regiments of golems into battle, while looking to avoid direct combat themselves. Their aura provides strength and durability to their creations.

Created from captured warriors of various races, their muscles and sinew are imbued with a lightweight yet sturdy armor that has a look of porcelain. Extremely agile and quick on the draw their wicked long swords strike with single minded determination.

Regarded for their aura of vigilance, making even the smallest of their golems capable of ignoring most blows by any common resistance, and the larger machines of wars even more monstrous in their defence.

These former angels have a horrifying scream they can use once every 1d4 turns. Those in 20ft must make a save for half damage, the angel healing itself for 1 Hitpoint for every 2 points of damage inflicted with this ability.

About Me

I have been gaming off and on for close to 17 years now mostly playing D&D 3.0/3.5 with a little pathfinder and the occasional GURPS game here and there. Since finding my calling in the OSR with Swords & Wizardry I am looking to give back to the gaming community which has brought me many years of joy.
My other hobbies include collecting and playing retro gaming systems & games (which was new when I was a kid) and ham radio.